Vehicle Size |
Target Modifier |
Very Small: |
+0 |
Bikes |
Small: |
+1 |
Jeeps, Scout Cars, Air Raft |
Medium: |
+2 |
APC, Light Tank, Truck |
Large: |
+3 |
MBT, SPG, Lorry, ‘Copter |
Huge / Building: |
+4 |
Cyber Tank, Aircraft, Dropships. |
Flying Vehicle |
-4 |
  |
Vehicle Defence values
|
Softskin vehicles |
1D |
civilians, jeeps, transport, etc. |
Larger softskins |
1D+1 |
lorries, cargo |
'Bulletproof' |
1D+2 |
e.g. troop carriers, halftracks, tankettes, MG carriers, most armoured cars and combat aircraft. Also improvised armour and heavy industrial vehicles |
Light Tank |
2D |
APC's, Scouts, heavier armoured cars, artillery, SPG's. |
Medium Tank |
3D |
IFV's |
Heavy Tank |
4D |
Main Battle Tanks |
Super-Heavy Tank |
5D |
BOLO, OGRE, Iridium, Assault Tanks |
Tank armour is one 'class' less from the side or rear and 'Bulletproof' from the top. i.e. A Heavy tank has medium side and rear armour, and BP top armour.
An attack that does double the armour or more is a vehicle kill.
It lurches to a stop and brews up.
Crew and/or passengers all take a 1D Ex attack.
An attack that beats the vehicles armour - vehicle serious wound (VSW)
Hit vehicles stop if moving. They may move again on the following round.
Hit vehicles may not fire in the round they are hit, (unless they have already fired)
Aircraft abort their mission and head off table.
reduce tank armour by one Die against subsequent attacks.
Treat a VSW as a crew casualty for activation modifiers.
Crew/passengers bail out of a soft skin vehicles.
When damage equals the armour value - vehicle light wounds (VLW)
hit some non-vital or repairable component, eg. Lights, radio, sensors, external stowage, tank riders! etc.
The vehicle can complete its move, but the crew may decide to close up if they aren't already.
Hits that score less than the vehicles armour
have no effect and can be ignored except for under fire activation modifiers.